Compare Tyranny prices across trusted key stores and find the best deal. Developed by Obsidian Entertainment. Published by Paradox Interactive. Released on 11/10/2016. Available on PC. Genres: Adventure, RPG. Metacritic score: 80/100.

Playing the villain has never felt this morally exhausting, or this intellectually satisfying. Obsidian built a CRPG where evil already won and left you to manage the paperwork.

I spent my first hour in Tyranny not fighting a single enemy. Instead, I was sitting in the Conquest prologue, a board-game-style pre-history that asks you to make decisions about how Kyros the Overlord crushed the world before the main campaign even loads. Which cities did your armies burn? Which prisoners did you spare, and why? Those choices ripple forward, reshaping faction dispositions, available companions, and even which regions of the map you can access. It is one of the most elegant onboarding tricks in the isometric RPG genre, and it immediately signals that Tyranny is not here to waste your time with scene-setting cutscenes. You play a Fatebinder, essentially a roving magistrate and enforcer for an authoritarian empire that has already conquered the known world. The central tension is not good-versus-evil in any conventional sense. You are the arm of evil, arbitrating disputes between two rival factions under Kyros's banner: the disciplined, fascist Disfavored under Graven Ashe, and the chaotic, cannibalistic Scarlet Chorus led by the genuinely terrifying Voices of Nerat. Siding firmly with either, playing them against each other, or carving out your own anarchist path each unlocks meaningfully different quest lines, dialogue branches, and endings. The Fear and Loyalty system, which tracks how your companions feel about you based on your actions, adds another layer of consequence, though it is one of the areas where the game falls short. Companion arcs lack the dedicated quests that would make the Fear and Loyalty meters matter as much as they should, and the ending arrives abruptly enough that it feels like a first act rather than a full story. The classless skill system is one of Tyranny's genuine strengths. Your Fatebinder improves in whatever you actually use: swing two-handed weapons constantly and that skill climbs, ignore subterfuge and it rots. Faction standing can also unlock abilities, so cozying up to the Disfavored might grant your character a protective combat spell that an anarchist run would never see. The spellcrafting system, where you combine discovered runes to build entirely custom spells, is the kind of mechanic that sounds gimmicky until you spend two hours theorycrafting a paralysis-plus-bleed combo and realize you have accidentally invented a playstyle. Magic-focused builds feel distinctly more expressive than pure martial ones. Combat itself runs on a real-time-with-pause engine, and opinions split hard here: some players find the tactical pause-and-manage loop satisfying, while others find it sluggish and undercooked compared to the narrative richness surrounding it. Pathing and AI hiccups are real, and the enemy roster skews heavily human, which makes the back half of the game feel repetitive on the battlefield even when the dialogue stays sharp. The writing is where Tyranny earns its reputation. The hover-over hypertext system, which lets you mouse over any lore term mid-dialogue for instant context, is a quiet masterstroke that makes the dense world feel approachable rather than overwhelming. The moral architecture is grimly sophisticated: you are not a mustache-twirling villain, you are a bureaucrat of atrocity, and the writing is honest about the banal mechanics of how tyranny actually functions. It is uncomfortable in the best way. The runtime, somewhere between 25 and 40 hours depending on how deep you go with side content, means the game never outstays its welcome on any single run. Two or three playthroughs to see the major faction paths is a realistic investment and a genuinely rewarding one. The abrupt ending remains the sorest point across the community, a narrative that feels truncated rather than concluded, and a sequel that never arrived. Monika, Scout Team

Tyranny

Tyranny

Nov 10, 2016Obsidian EntertainmentParadox Interactive
GamerScout Says

Playing the villain has never felt this morally exhausting, or this intellectually satisfying. Obsidian built a CRPG where evil already won and left you to manage the paperwork.

PC
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GamerScout Verdict

Best for CRPG readers who want moral weight without a hero fantasy, and can forgive a story that ends mid-sentence.

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About Tyranny

I spent my first hour in Tyranny not fighting a single enemy. Instead, I was sitting in the Conquest prologue, a board-game-style pre-history that asks you to make decisions about how Kyros the Overlord crushed the world before the main campaign even loads. Which cities did your armies burn? Which prisoners did you spare, and why? Those choices ripple forward, reshaping faction dispositions, available companions, and even which regions of the map you can access. It is one of the most elegant onboarding tricks in the isometric RPG genre, and it immediately signals that Tyranny is not here to waste your time with scene-setting cutscenes. You play a Fatebinder, essentially a roving magistrate and enforcer for an authoritarian empire that has already conquered the known world. The central tension is not good-versus-evil in any conventional sense. You are the arm of evil, arbitrating disputes between two rival factions under Kyros's banner: the disciplined, fascist Disfavored under Graven Ashe, and the chaotic, cannibalistic Scarlet Chorus led by the genuinely terrifying Voices of Nerat. Siding firmly with either, playing them against each other, or carving out your own anarchist path each unlocks meaningfully different quest lines, dialogue branches, and endings. The Fear and Loyalty system, which tracks how your companions feel about you based on your actions, adds another layer of consequence, though it is one of the areas where the game falls short. Companion arcs lack the dedicated quests that would make the Fear and Loyalty meters matter as much as they should, and the ending arrives abruptly enough that it feels like a first act rather than a full story. The classless skill system is one of Tyranny's genuine strengths. Your Fatebinder improves in whatever you actually use: swing two-handed weapons constantly and that skill climbs, ignore subterfuge and it rots. Faction standing can also unlock abilities, so cozying up to the Disfavored might grant your character a protective combat spell that an anarchist run would never see. The spellcrafting system, where you combine discovered runes to build entirely custom spells, is the kind of mechanic that sounds gimmicky until you spend two hours theorycrafting a paralysis-plus-bleed combo and realize you have accidentally invented a playstyle. Magic-focused builds feel distinctly more expressive than pure martial ones. Combat itself runs on a real-time-with-pause engine, and opinions split hard here: some players find the tactical pause-and-manage loop satisfying, while others find it sluggish and undercooked compared to the narrative richness surrounding it. Pathing and AI hiccups are real, and the enemy roster skews heavily human, which makes the back half of the game feel repetitive on the battlefield even when the dialogue stays sharp. The writing is where Tyranny earns its reputation. The hover-over hypertext system, which lets you mouse over any lore term mid-dialogue for instant context, is a quiet masterstroke that makes the dense world feel approachable rather than overwhelming. The moral architecture is grimly sophisticated: you are not a mustache-twirling villain, you are a bureaucrat of atrocity, and the writing is honest about the banal mechanics of how tyranny actually functions. It is uncomfortable in the best way. The runtime, somewhere between 25 and 40 hours depending on how deep you go with side content, means the game never outstays its welcome on any single run. Two or three playthroughs to see the major faction paths is a realistic investment and a genuinely rewarding one. The abrupt ending remains the sorest point across the community, a narrative that feels truncated rather than concluded, and a sequel that never arrived.

Monika
Monika · Scout Team

RPGs

Tags

auto-admittedVillain ProtagonistFaction AllegianceClassless Skill SystemSpellcraftingReal-Time with PauseBranching NarrativeConquest PrologueLow FantasyFatebinderHigh Replayability

System Requirements

Minimum

Processor
Intel Core 2 Quad Q9505 @ 2.80 GHz / AMD Athlon II X4 840 @ 3.10 GHz
Memory
6 GB RAM
Graphics
ATI Radeon HD 5770 or NVIDIA GeForce GTS450 with 1GB VRAM Storage…

Recommended

Processor
Intel Core i3-2100 @ 3.10 GHz / AMD Phenom II X4 955 @ 3.10 GHz
Memory
8 GB RAM
Graphics
Radeon HD 6850 or NVIDIA GeForce GTX 560 with 1GB VRAM
Storage
15 G…

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Reviews & Ratings

Metacritic
80
Steam
87%(13,253)

Game Info

Developer
Obsidian Entertainment
Publisher
Paradox Interactive
Release Date
Nov 10, 2016

Features

Single-playerSteam AchievementsSteam Trading CardsSteam CloudRemote Play on TabletFamily Sharing

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Frequently asked questions about Tyranny

How much does Tyranny cost?

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What platforms is Tyranny available on?

Tyranny is available on PC.

When was Tyranny released?

Tyranny was released on 10 November 2016.

Who developed Tyranny?

Tyranny was developed by Obsidian Entertainment and published by Paradox Interactive.

Is Tyranny worth buying?

Tyranny holds a Metacritic score of 80/100, making it one of the standout Adventure titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.